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Messages - CUE

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ROM Hacking Discussion / Re: What program to use to replace files on a CD
« on: January 29, 2014, 04:08:13 am »
It's alright now as when I tried it later on in the day it worked fine, don't know why it didn't the first time around as I did the same thing.

ROM Hacking Discussion / Re: What program to use to replace files on a CD
« on: January 28, 2014, 03:32:22 am »
What game is it? Can you indicate what error message you get?

ROM Hacking Discussion / Re: What program to use to replace files on a CD
« on: January 27, 2014, 01:18:27 pm »

Usage: PSX-MODE2 isoname \file_to_be_replaced new_file

As promised, a tiny tool to dump the "The Sword of Hope II" script  from an abandoned project:

Source code and script dumped included.

Sword of Hope II: I was playing this RPG from 3DS VC recently. Potential can be had for text editing, a change of scenery, portrait editing, shop/casino editing, etc. There is plenty to work with for a balance patch, such as the Fortify spell being too powerful.
I have a non public tool to extract the script. Tomorrow I search it.

Newcomer's Board / Re: Help for Translating Roms?
« on: January 13, 2014, 03:55:54 pm »
I have an old tool to translate the script, used with the spanish translation:
It may take a few days to find the tools.

Programming / Re: Entropy coding
« on: January 12, 2014, 08:43:48 am »
KC, yours method is the same as used in the Saturn game "Shining Force", and it is quite efficient with text files. I call it Multi Huffman Coder.

I have my own updated version, never released, with source code included:

Programming / Re: 8 vs 16 bit addition in z80
« on: December 04, 2013, 03:30:44 am »
ADC = ADD + Carry_Flag, and you do not known the initial flag value, so the addition can be A=A+E+0 or A=A+E+1.
Replace your ADC by ADD to solve the problem.

Another version, without using reg A/carry flags/short jumps (7 bytes):
Code: [Select]
push hl
ld   hl,0040
add  hl,de
ex   de,hl
pop  hl

World of Spectrum is a decent place to find some primers and ask Z80 questions.  The introduction to Z80 gives a quick explanation on exactly this problem.
Yeah ;)

Programming / Re: 8 vs 16 bit addition in z80
« on: December 03, 2013, 10:27:26 am »
You can't put a 'XOR' before an 'ADC' because 'XOR' clear the C flag.

If HL is not used (5 bytes):
Code: [Select]
21 40 00 ld  hl,0040
19       add hl,de
EB       ex  de,hl

If HL is used you can use the first code, with the 'JR NC' (7 bytes)

If you want use only the 4 original bytes, you need add a 6-bytes routine:
Code: [Select]
7B -- --   ld   a,e
CD XX XX   call XXXX

C6 40 --   add  a,40
5F -- --   ld   e,a
D0 -- --   ret  nc
7A -- --   inc  d
C9 -- --   ret

Newcomer's Board / Re: [Help] Get the script
« on: November 26, 2013, 04:02:34 am »
The game is not ideal to start:
- VP uses a hidden encoded LBA table to store the files
- VP uses compressed files
- VP uses a differente font for each file
and more...

Newcomer's Board / Re: Looking for CJK fonts to translate an old game
« on: November 14, 2013, 03:37:19 am »
I have a lot of fonts of Nintendo DS games:
I hope they serve you.

To create DropBox direct links:
- you need to create a folder named Public in your DropBox folder
- put the files in that folder
- now the url must be:
- change https to http

Newcomer's Board / Re: How to report a broken upload properly?
« on: October 16, 2013, 03:18:03 am »
I checked the first file: is a html page to download a file from a dropbox account.
You must change the extension to .html, double click and you can download the file

Your position is clear.
In that case, I would like to learn more on the example of what it means:
Code: [Select]
- 011 + nnnnn ..................... copy 'nnnnn' more decoded bytes"
October 13, 2013, 12:33:32 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
That's interesting. By reducing the size of the font #1 to 4 bytes, managed to increase the space for the font #2 to 3502 bytes. It seems that a limitation is imposed only on the amount of all the blocks of compressed data that come one after another. But not on a separate block.
011 must be preceded by another 011 or 1nn code.
With code_1nn you can copy only 7 bytes maxim ('111'). To copy more bytes you need split the size in some parts, 7 bytes for code_1nn, 31 bytes maxim for each code_011.

An example: If you need copy 50 decoded bytes from offset actual - xxxxxyyyyyyyy:
111 xxxxx yyyyyyyy <-- copy 111 binary = 7 decoded bytes from offset actual - xxxxxyyyyyyyy
011 11111 <- copy 11111 binary = 31 more bytes
011 01100 <--- copy 01100 binary = 12 more bytes

You can check "decoded.log" to see more examples.

The ".seg" files in this game are simple raw graphics (8 and 16bpp). You can use a "normal tool" (I used Tile Molester) to
see the graphics.

Programming / Re: armips assembler (v0.7c released!)
« on: October 13, 2013, 01:53:29 pm »
Another nice and useful change is the new ".strn" directive (same as the old ".str" but without adding the final character).  :thumbsup:
Now I no need ATLAS to change the script of many games, ARMIPS is easier to use and I can change the code and the messages with the same tool. :)

I've seen Z80\ in the Archs\ folder. ARMIPS will support Game Boy Architecture in a future? (Say yes, please!!!)  ;D

You are wrong. You just want to modify 2 images to translate the game to your language, but what happens if I want to modifiy other graphics (icons, title screen, ...)? I don't want to create a tool to work with only 2 graphics.

Anyway, it's a very simple compression and the method and the decoded source code is available, so anyone can create a compressor.


Tell me, you do not want to try to write at least a simple data compressor?
No make sense. There is no guarantee that the new compressed files have less size as the original encoded file.

All: (decode2 is the new tool, source and executable included)

Syntax: decode2 filename offset
"filename" is the file with the encoded data
"offset" is the offset where the encoded data starts
Output: a filename named "xxx.raw" with the decoded data. "xxx" is the 8 digits hexadecimal offset.

"test.bat" is an example to decode/extract some files

I just decoded the final section, where the font is stored, looking for more fonts.
You can decode more sections simply adding: Decode(chr, offset, number); (number is used as file name)

Tomorrow I modify the tool to accept the offset as parameter.

The PSP version of the game is totally different: uses gzip and is more easy to translate. The translator is a friend mine, and I have a packer for the PSP game ;D

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